Ray shooting and lines in space
Handbook of discrete and computational geometry
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Journal of Graphics Tools
ACM Transactions on Graphics (TOG)
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Exact from-region visibility culling
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Approximate soft shadows on arbitrary surfaces using penumbra wedges
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Binary Space Partitions in Plücker Space
ALENEX '99 Selected papers from the International Workshop on Algorithm Engineering and Experimentation
Beam tracing polygonal objects
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Ray tracing animated scenes using coherent grid traversal
ACM SIGGRAPH 2006 Papers
Fast and exact direct illumination
CGI '05 Proceedings of the Computer Graphics International 2005
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient ray traced soft shadows using multi-frusta tracing
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH ASIA 2009 Courses
A low dimensional framework for exact polygon-to-polygon occlusion queries
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A real-time beam tracer with application to exact soft shadows
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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This paper presents a novel approach to compute high quality and noise-free soft shadows using exact visibility computations. This work relies on a theoretical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations. © 2012 Wiley Periodicals, Inc.